Travel (Open Design LLC)

Voyages across oceans, over mountain ranges, through steaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge, and prosperity gained through furthering one’s experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of one of these deities might be in some demand as a charm to help ensure safe travel, though the wise know that the gods often consider an easy journey to be less beneficial to the traveler’s spirit.

Travel Domain Spells
Cleric Level Spells
1st comprehend languages, longstrider
3rd find steed, pass without trace
5th haste, water walk
7th dimension door, freedom of movement
9th passwall, teleportation circle

Born to the Road

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Insight, Nature, or Survival. In addition, you learn two standard languages of your choice and gain proficiency with cartographer’s tools.

Channel Divinity: Reinvigorate

Starting at 2nd level, you can use your Channel Divinity to remove one level of exhaustion from yourself or from someone else you touch.


Beginning at 6th level, if you are planning to travel any distance longer than 5 days’ travel and you have a map of the region to be traversed or firsthand knowledge of the area, you can find a shortcut. Using the alternate path can reduce your travel time by 50 percent.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

World Traveler

At 17th level, you ignore difficult terrain and you gain resistance to cold and fire damage.

Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.